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No one can be certain from where the kleptorms came. Some be-
lieve they descended from the firmament with the dust of a falling
star, for surely such an abomination could not derive from this
world. Others think that the kleptorms were buried deep within the
bedrock, trapped, only to be inadvertently unearthed by overambi-
tious dwarven miners. Dwarven refugees recount oozing tendrils
squirming through crevices and the gradual but certain decline of
their compatriots.
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* This is the stat-block for the peasant from Page 434 of the DCC
RPG rulebook with alterations to the attack and damage modifiers,
Fort save, and Will save. It is only meant as one example. To quickly
create any type of infected NPC from a preexisting template, add
2 to attack, damage, and Fort save, and subtract 3 from Will save.
Leave all other stats unaltered.
Once the kleptorm successfully integrates itself into the host, it com-
mences a terrible transformation. The colony spreads throughout the
body and replaces the host’s original cells. Eventually, all cellular
tissue beneath the host’s epidermis will transform into the kleptorm.
Only the outer layer of skin will remain as it was. The entire process
takes less than a month to complete.
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MATURE STAGE
Kleptorm (mature): Init +2; Atk 2 tentacles +8 melee (1d6+2 plus
entangle) or proboscis +6 melee (1d8+2 plus poison); AC 17; HD
8d8+3; MV 30’; Act 1d20; SP infect, entangle (DC 16 Strength
check to break free), poison (DC 17 Fort or 1d4 Strength + 1 Agili-
ty); SV Fort +6, Ref +3, Will Immune; AL C.
Once the developing kleptorm has transformed all of the host’s tis-
sue into its own, it is ready to emerge, much like a butterfly from a
chrysalis, but far more ghastly. When the time is right, the kleptorm
finds a dimly-lit, secluded location (preferably underground). Once
at the nearest suitable place, the host’s eyeballs burst from its head,
and a tangled, glossy mass of jumbled tentacles and ganglia oozes
free from the vacant sockets. Once free, the fully-matured kleptorm
seeks out the nearest subterranean water source. The thin outer layer
of skin left behind crumples to the ground like a discarded waist-
coat.
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• Once infected, all hope is not lost – for a while. Each day
following infection, the player may make a Fort save as their
character’s body attempts to combat the malignant being inside.
The DC for the Fort save is 11+1 for each day following initial
infection. During this intermittent window, the character can
be cured, but only through a cleric’s divine aid (DC 19 spell
check). Once a player fails the daily Fort save, the character’s
body is no longer able to hold off the kleptorm, which quickly
begins to take over. For all intents and purposes, this character
is considered dead from a player’s standpoint, as the character’s
mind and body are no longer theirs to control.
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The nightmare for the kleptorm’s victim does not end when their
skin hits the ground. As the creature has no further need of the skin
it had been wearing during its transformation, it takes no heed of
what becomes of its living cocoon’s tattered remains. The takeover
of the parasite, though, permeates the skin with a residual malign
energy, causing it to reanimate within 1d30 hours of the kleptorm’s
emergence. The husk is literally that – a walking outer layer of
skin. Its empty eye sockets have been widened and torn due to the
kleptorm. Peering into them would reveal the interior of the husk to
be hollow.
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by Zach Starkey
“I heard the folk of Willow Bend had been on edge for days since
the miller’s wife was spotted with a bloody bandage covering three
missing fingers. When asked of her injury, she coolly explained
she had an accident while chopping vegetables. I asked a crone
at the edge of town about her story. She just smiled and scoffed at
the ‘obvious lie’. She then warned our merchant caravan that the
Digit Demon had been summoned, and it would be best to finish our
business and be on our way. After learning of the creature’s nature,
I took her warning to heart and immediately departed. On my way
out of town, I overhead folks gossiping about this tormenting demon
and the miller’s wife. They were still trying to work out who could
have so riled the lovely youth to summon the creature, and who
could be the target of her ire. I wasn’t sticking around to find out.”
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The size of a small bat, these inky black beasts travel in swarms of
20-200. A gadgol resembles a formless, oozing void carried through
the air on a pair of jagged, leathery wings. They are all but extinct
from the Forest of Burzee, or any other land under the protection of
wood nymphs.
Gadgols are deathly afraid of wood nymphs and flee at the sight
of them. However, the lands where the machinations of man have
chased away the nymphs are ripe for the gadgol’s poisonous touch.
Gadgol: Init +4; Atk charge +4 melee (1 pt. plus special); AC 15;
HD 1d3; MV 40’ flying; Act 1d20; SP tree killer (automatic 1d4
acid dmg to all vegetation, trees, plants, crops, even hemp and wood
items); SV Fort +2, Ref +4, Will -3; AL C.
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Sea scorpions prefer to focus all their attacks on one target. Each
round, they may attack twice with their claws; additionally, if both
claws hit, they get a free stab with their venomous tail stinger (the
victim must make a DC 17 Fort save to avoid becoming paralyzed
for 1d5 turns).
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Opabinia are known to prefer salty and sweet junk food and will
happily collect it from PCs that are carrying it, leaving them
unharmed after finding the treats (they drop the grapple in favor of
leaving to eat the sweets) but with less food for the road.
In the MCC RPG, Opabinia Manimals have been found in
communities along the coastlines of heavily irradiated areas.
Opabinia manimals have a cluster of 5 eyes in the center of their
face, and a proboscis ending in a claw where the mouth would be.
Their actual mouth is located beneath their chin. Opabinia Manimal
PCs gain a +1 bonus to foraging-related rolls in shoals and along
beaches.
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Trilobites are well known through the fossil record, existing from
the Cambrian Period up until the Permian Period mass extinction
event (521-251 mya). These armored arthropods are scavengers and
mainly subsist on anything they find on the seafloor. Something has
riled them up and in this state they can strip flesh in seconds. This
swarm consists of several different species of trilobite, occupies
a 20’ X 20’ space and inflicts its bite damage automatically each
round to every creature within that space. Any creature bitten must
make a Fort save or lose 1d3 Stamina from their deadly venom.
Swarms take half damage from any attack that is not an area effect
(i.e., swinging a sword is not nearly as effective as launching a
fireball into the swarm).
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Bloodstone Results
12-13 For a minute, the Bloodstone shows the world through the
eyes of the target. The image is too blurry to read words
or spot other minute details, but the user can get a general
idea of what’s happening.
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24-27 For an hour, the Bloodstone shows the target and its im-
mediate surroundings (up to a 10 ft radius) clearly enough
that the user can confidently determine the target’s general
location—as long as they’ve been there before—and what
it is doing. Additionally, the user can read anything near
the target, sense the target’s current emotions, and hear
nearby sounds.
28-29 For 2 hours, the Bloodstone shows the target and its
immediate surroundings (up to a 10 ft radius) clearly
enough that the user can determine its location and what
it is doing. Additionally, the user can read anything near
the target and sense the target’s emotions or one surface
thought. The user can also hear nearby sounds.
30-31 For 6 hours, the Bloodstone shows the target and its
surroundings (up to a 15 ft radius) clearly enough to
determine its location and what it is doing. Additionally,
the user can read anything near the target and sense the
target’s emotions or one deep thought. The user can also
clearly hear nearby sounds.
32+ Until the next sunrise, the Bloodstone shows the target
and their complete surroundings (for example, an entire
building if inside). The image is clear and crisp, allowing
the user to easily spot landmarks that can help them dis-
cern the target’s exact location, even if they’ve never been
there before. The user can clearly read anything around
the target. The user can sense the target’s emotions, as
well as reading its deepest, darkest secrets. The user can
easily follow any conversation happening near the target.
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by Michael Harrington
Through countless ages, those who would seek power and riches
have sought the living but not living head of Aharise Sorceress
Queen of the Fallen Realm of Enor. To them all, the Head of Aharise
proved to be their undoing. Despite their universal doom, the Head
of Aharise remains an object of aspiration for those foolish enough
to think they can wrest control of it.
Tales recorded by mad scribes say the wizened head can be found
bound in mystical iron bands inside a black lacquered and brass
inlaid box, surfacing time and time again in market places of the
bizarre and in the treasure vaults of damned kingdoms. There the
Head waits patiently, as it has for ages, for its next owner. And to be
free.
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The Head
When the doors of the box open to a new owner, the head appears
wizened with wisps of gray hair, bound in thick iron bands on which
are engraved strange curving glyphs of some unknown language
that seem to squirm like worms when examined closely. Thick iron
nails protrude from all around the head.ts mouth is sewn shut.
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If the PC is not enslaved, they will hear the head whisper in their
mind the ritual that is needed to bond the head to them. This ritual
will take 1 day and involves allowing the head to drink some of the
PC’s blood. Thereafter the PC can use the head’s powers.
Once the ritual is complete the head will take a more youthful
appearance, its flesh filling out and becoming seemingly supple and
youthful.
Enslavement
Characters that fail their will save when initially opening the box
and viewing the Head, or through use of the boons of the Head,
become enslaved.
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A PC may use the head to scry people and places by biting their lip
to draw blood, kissing the head and staring deep into its eyes. The
scry power works as per the highest-level spell roll of Wizard Sense
in the DCC RPG rulebook. When scrying the user can automatical-
ly understand the language of the spied upon creature or person. The
user will also be able to read languages that someone being spied
upon is reading.
Judges can use the Wizard Sense manifestations in the DCC RPG
rulebook or create their own.
A PC can ask the head one question about the future. The answer
will be enigmatic but truthful. Judges should determine how much
detail to reveal.
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The following spells are cast on behalf of the user as a fifth level
caster. They function as the listed spell, with the user rolling for
spell effects and subject to misfire and corruption as per the DCC
RPG rulebook.
1. Demon Summoning
2, Animate Dead
3. Lockerman’s Unerring Hound
4. Vermin Blight
Aharise’s Love
The use of the head produces a rush of euphoria in the PC using it.
Like a drug addiction, long term or frequent use of the head incurs a
cumulative Will Save penalty.
Each time one of the boons of the head is used, the PC must make a
DC 15 Will Save or permanently lose a point of Personality. If spell-
burn is used to enhance a power and the character fails their will
save, the PC will lose an additional 1d3 points of Personality.
When a character’s Personality drops below 13, roll 1d4 and consult
the following table each time the head is used.
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Taint of Aharise
When user of the head indicates that a PC should take taint, roll 1d4
and consult the below table. When a user has received all four taints
there is no need to roll anymore if taint is indicated. Instead, if the
character is still alive, use the minor corruption table in the DCC
RPG rulebook.
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by Ari-Matti Piippo
Description
10-38
Once bound with the Brace, the user becomes instinctually aware
of its abilities, and can use it as if it was a part of their body, rolling
all attack rolls with it on their usual action die and missile attack
bonuses. The Vespidar Brace causes 1d5 energy damage on a
successful hit, and forces the target to roll a Fort save against the
attack roll.
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Description
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Description
Abilities
When a non-dwarf wears the nose, they gain a similar ability to the
fabled dwarven sense of smell: they can sniff out concentrations of
valuables such as precious metals and jewelry up to a range of 150’,
with a reduced range of 50’ for smaller concentrations down to a
single coin.
When worn by a dwarf, the implant unlocks its full potential: the
dwarven wearer doubles the range of their innate olfactory sense,
can now pinpoint magic as well as valuables, and gains the ability to
sniff out deception unless the liar rolls a successful DC 25 Will save.
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Abilities
After the cube is used, the user gains a doom point. A doom point
may be used at any time by the Judge to cause any roll made by the
user to become a fumble as the Doom of Hyperborea follows their
deeds.
Additionally, the Three Fates and other deities and patrons fond
of the rightful execution of the skein of fate will harbour ill will
towards the user. This may have unprecedented repercussions
ultimately left to the Judge’s discretion.
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Description
Abilities
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Authors
SGT Dave, Michael Flaherty, Michael Harrington, Nick Labonté,
Ari-Matti Piippo, Ian Zebarah Shears, and Zach Starkey
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